Ranger Archive
Thread: Ranger correspondent feedback
Oh man this sucks. Now I have to figure out how to get more Ranger skills in my carefully planned character build! ![]()
Excellent additions. Yay Rangers!
Tracking allowed the select few the ability to identify and attack "special" and "Rare" spawns before anyone else even knew that they were there. This really "ticked" off some of the other classes that had their own "perks" but didn't like someone else haveing somthing over them.
I've had an EQ account since it's beta and I only heard these complaints for a very short period of time in the game. And not at all in the last 2 years. So don't worry about it.
Thankyou, Holo
You've made me a happy man, I'll be staying for a while.
FST__Vader wrote:
I love the things I am reading here and I will keep ranger skills just because of these changes. There was some mention of things that were fixed for scouts that affect or reflect in the ranger tree. One of the BIG things I saw for scout was the new ways they can get the "camp xp" A.K.A survival xp. They can craft traps and tents and fish to get it which can in some degree make it real easy to master scout with out spending countless hours sitting on your duff. Thats wonderful, but why can't rangers get xp for frontiering the same way. Is that a bug or intentional. I would love to know seeing how high the needed xp for frontiering master is compared to the rest of the skills in the tree. I would much rather sit on my duff crafting in my camp if it had a purpose and could make the goal of Master Ranger seem obtainable to the quick session player like myself.
Thanks,
Spikey Headed'Kid
Master Marksman and Scout, Novice Ranger Creature Handler and Pistoleer
Flurry
I'm not sure if I'm entirely getting what you're saying...but
Ranger will be able to get survival XP through the same methods as Scouts, ala making traps and fishing.
Whatever affects Scouts, affects us too.
You're gonna have to do a lot ofnerfinglaterif you actually give Rangers everything on that list. Half of that stuff is what wrecked EQ for other players. Especially tracking. Don't, for god's sake, give anybody tracking. Ask any high-end EQ player.
Huh? I have played EQ for years and have a high level tracker and tracking did not wreck EQ. I don't even know what you could possibly mean by this. High level end instances in EQ are often extremely difficult or impossible without tracking. You will need to explain this one to me a little better since I have never heard of a problem in EQ with tracking.
DeltaXi65 wrote:Guys,
Do I get to say "Told you so?"
I don't care - I'll say it anyway.
TOLD YOU SO!
Gotta love what a little patience can do.
B
Thanks for saying that
Tracking in EQ catalogued every MOB within a radius of the player. The radius is directly related to the Tracker's skill. Rangers receive the best form in that they can sort and filter thier menu, byMOB distance, con, orlatest spawn.Where as Druids and Bards are stuck with the default setting of a time stamp (ie the newest spawns showing up at the top of the list)
The EQ Tracking problem mostly stems from Druids being able to run into dungeons or zones and popping a track to see which nameds were up and proceeding to kill these nameds solo. This allowed Druids/Bards to "farm" nameds.
It also made Druids/Bards/Rangers super soloers/pullers because they could find and engage things much quicker. In EQ, the rule is "whoever establishes aggro first, wins the MOB." So in many instances where a zone can support multiple groups but have to share the same pool of roaming MOBs, a Druid could out pull a group of 6.
I never experienced a problem with this, it was just part of the game and you just have to say "**edit** Druids" cus noone liked them anyways. Hope that was sufficient enough an answer.
Ok, so first I want to ask about hunting blinds which is a really cool idea. But, analyzing from a realistic standpoint, I have to wonder how this will be implemented to make the experience fun and worthwhile. First off, giving a ranger tracking abilities make the need to "attract" animals to the blind a little bunk, if all you get is bonus to hunting and attracting...unless the hunting bonus is something really good. So, therein lies my question I guess. What makes the blind so good to use that someone would want to sit there and wait for an animal to come around so he can shoot it? What if a graul comes by? Are there any bonuses we get to shoot at said animal and want to STAY in the blind while the graul charges at us, or can he perhaps not see us for a good while so we can stay up there and continue shooting at it? In real life, I suppose a deer wouldn't come charging at you while you're up in a tree or lying concealed underneath cover, but a graul is not a deer. So, how exactly does this blind help us hunt?
I'd really like to see conceal work for humanoid NPCs as well as player characters. I wouldn't give it to groups though because a) groups are pretty hard to conceal and b) it'd be too big of a nerf magnet as soon as someone gets their group slaughtered by it and it'd be pretty silly when two groups out to kill each other can't see one another. heh Imagine that...cricket sounds on a lonely desert with 12 other people and 60m away is your enemy group doing the same thing...waiting for your blip to come onto the screen. ROFL "Ok, guys...any time now, they'll come right over that hill there...any second now..."
But conceal solo rangers from other players is not a farfetched. It might be too much to ask, but I think it fits in nicely with the abilities of a real ranger. You could always have limitations to make it less of an unbalanced skill. First, it breaks as soon as you engage in battle with another player. So, you won't see master rangers running around Moenia as overt imperials slaughtering everyone and dear old mama. Also, make it useless in cities. Unless there's a "wall kit" haha...Make it more useful in a prone position, breaks when standing an within a certain ranger of another player character (breaks for the player in the vicinity...not everyone around, unless you engage in battle.) Also, distance is a factor...being prone and 30m from another player shouldn't make you concealed...so add penalties and/or bonuses to distance/position.
I like trapping for player characters as well, but ranger is really not a combat class so to speak. So, I don't see why a ranger should get such a bonus to the skill line to be able to trap people and groups in a mesh. It would be cool, but I think we're dreaming here. I would like to see player pets get trapped though. I mean, really...they're not special just because they are pets. They are animals like any other and should be subject to the same things other animals are subject to. All that being said, I hope then too that the tripwire can be used on enemy player characters.
One more thing about conceal...first off, it seems it's just a "group" mask scent. It doesn't seem to really make the ranger better. Sure, it "rarely" breaks, but at master ranger now, I can step ontop of most red creatures and spit on them and flick them off and they don't aggro on me, with a few exceptions of course (kusaks are notoriously good at smelling people). So, this doesn't help much that it is "more potent"...I'm fine with mask scent. Hence, I say make them more useful in other ways such as hiding from player characters and NPCs.
-Z
Awesome work, dev(s)! This makes Ranger so much more appealing and worthwhile!
With this post,you've alsogiven Commandos hope that their class may shine one day, as well ![]()
I was kind of hoping the devs would see the natural fit between miners/prospectors and the ranger class. Giving ranger camps a sample bonus and other goodies to make prospecting on no-build advanced planets for rare materials you can't get anywhere else would fit like a glove with a scout's business plan.